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Revert "gl_shader_decompiler: Implement merges with bitfieldInsert"
This reverts commit 05cf270836
.
Apparently the first approach using floats instead of bitfieldInert
worked better for Fire Emblem: Three Houses. Reverting to get that
behavior back.
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parent
e366b4ee1f
commit
fd6371eba7
@ -1821,13 +1821,15 @@ private:
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Expression HMergeH0(Operation operation) {
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Expression HMergeH0(Operation operation) {
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const std::string dest = VisitOperand(operation, 0).AsUint();
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const std::string dest = VisitOperand(operation, 0).AsUint();
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const std::string src = VisitOperand(operation, 1).AsUint();
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const std::string src = VisitOperand(operation, 1).AsUint();
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return {fmt::format("bitfieldInsert({}, {}, 0, 16)", dest, src), Type::Uint};
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return {fmt::format("vec2(unpackHalf2x16({}).x, unpackHalf2x16({}).y)", src, dest),
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Type::HalfFloat};
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}
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}
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Expression HMergeH1(Operation operation) {
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Expression HMergeH1(Operation operation) {
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const std::string dest = VisitOperand(operation, 0).AsUint();
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const std::string dest = VisitOperand(operation, 0).AsUint();
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const std::string src = VisitOperand(operation, 1).AsUint();
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const std::string src = VisitOperand(operation, 1).AsUint();
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return {fmt::format("bitfieldInsert({}, {}, 16, 16)", dest, src), Type::Uint};
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return {fmt::format("vec2(unpackHalf2x16({}).x, unpackHalf2x16({}).y)", dest, src),
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Type::HalfFloat};
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}
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}
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Expression HPack2(Operation operation) {
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Expression HPack2(Operation operation) {
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